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Reservist-class Field Repair Ship

Originally posted by RainOfSteel:
If we take the Reservist class vessel as-is, and stick a 1000 dTon frigate inside that has been shot up X badly, how many man-hours and dTons of repair components does it take to fix it?
If you have access to either Striker or COACC there are detailed repair rules there that can be adapted.
As an example, one technician can either replace five vehicle-mount lasers, replace two power plants, or repair major hull penetration on two vehicles in one day. These are for grav vehicles and aircraft so would likely need to be scaled up, but Striker vehicles can easily be likened to small craft. Doubling these, perhaps?
Volume of repair material can be accounted for as a percentage of cost; 2d6 times 10% for base cost of a system repair with volume related to system volume on a similar scale.
 
Rats, Piper beat me to it :mad:
;)
 
The rules for repairs in Trillion Credit Squadron may also help.
It gives costs:
full component cost to repair a critical hit
0.25 x component cost for other damage.

Since LBB2 uses different costs for repairs, the above numbers could be used for replacement parts tonnage instead.

In book 2 combat there are three possible states of disrepair:
reduction of drive letter
reduction of drive letter to less than A - drive is completely destroyed
critical hit - drive is either destroyed or incapacitated (I love these vague rules ;) )

These latter two would require the complete replacement of the drive itself - although it could be argued that an incapacitated critical result could be repaired instead.
 
In my CT:Book 3 (Both LBB and Reprint), p. 10-11 are UWP Code Tables.

The TL charts on P. 14-15 make no mention of a 5000 dTon Hull-size limit directly, one must infer it by looking at the drives available at TL-15 and then checking what drives are available for 5000 dTon hulls in CT:Book 2. Not exactly what I would call a miracle of clarity.
 
Originally posted by Sigg Oddra:
The rules for repairs in Trillion Credit Squadron may also help.
It gives costs:
full component cost to repair a critical hit
0.25 x component cost for other damage.
[...]
Well, I don't have TCS, or Striker.

TCS gives costs for repairs in HG2 terms, but does it say how long it takes and how much labor is involved?
 
Time required is one to four weeks for non-critical damage, and four to eight weeks for critical damage.
No manpower costs are included unfortunately.
 
Originally posted by Sigg Oddra:
Time required is one to four weeks for non-critical damage, and four to eight weeks for critical damage.
No manpower costs are included unfortnately.
The times are nearly as vague, unfortunately.
 
Originally posted by RainOfSteel:
In my CT:Book 3 (Both LBB and Reprint), p. 10-11 are UWP Code Tables.
Piper must have been looking in first edition CT.

The TL charts on P. 14-15 make no mention of a 5000 dTon Hull-size limit directly, one must infer it by looking at the drives available at TL-15 and then checking what drives are available for 5000 dTon hulls in CT:Book 2. Not exactly what I would call a miracle of clarity.
You get used to it, or alternatively write the TLs onto the LBB2 drive tables.
 
What if one assigned a value per ton to repair parts? Say, 1MCr/ton for generalized stock. This would prevent having to track what are probably thousands of different part types individually.
Repair could then be handled something like this: A Free Trader comes in with a damaged triple-mix turret, two hull hits and an M Drive hit.

This is an experimental rule idea adapted from Striker.
For each system damaged, roll 2d6 and multiply the total by 10. This is the percentage cost of the original system that the repairs will cost.
As this roll can exceed 100% some damage is so severe that total replacement is cheaper than repair.
The turret cost is 3MCr (turret 1MCr, Laser 1MCr, missile .75MCr, sand .25MCr). The 2d6 roll comes up 5. That yields a repair cost of 50% or 1.5MCr for the turret and uses 1.5 tons of repair parts. Assume that one tech can install 1MCr in repair parts per day, that yields a day and a half to perform the repair.
Hulls might be handled by using 1% as the die multiplier. A roll of 7 yields 7% of the hull cost of 8MCr or .56 MCr and takes half a day. The second hit is handled the same way.
The M-Drive is complete toast. A full replacement is needed. Replacements use stock volume and full cost so it requires 1 ton from repair stores at a cost of 4 MCr and needs 4 man-days of labor to install.

Alternatively, the flat 25% rate from TCS that Sigg quoted would make record-keeping easier. The 2d6 system might be better suited to player vessels where the ref can tweak the numbers as needed.

Certainly these numbers require some tweaking. Every individual is going to have their own ideas on time/cost but it seems like a starting point.

edited for clarity
 
Originally posted by Piper:

The turret cost is 3MCr. The 2d6 roll comes up 5. That yields a repair cost of 1.5 MCr for the turret and uses 1.5 tons of repair parts. Assume that one tech can install 1MCr in repair parts per day, that yields a day and a half to perform the repair.
Hulls might be handled by using 1% as the die multiplier. A roll of 7 yields 7% of the hull cost of 8MCr or .56 MCr and takes half a day. The second hit is handled the same way.
Help! I didn't understand that at all. Where are these die rolls and results coming from?


Gack! I'm really having a low IQ as far as CT:Book 2 goes today. :(
 
Sorry. I edited the original post so that it makes more sense (I hope).
Again, these numbers are from Striker and could stand a good deal of tweaking to produce results that would fit in any given universe.
 
Originally posted by RainOfSteel:
Jame,

The lead post of the topic does not mention the ship's TL. May I ask what the intended TL is?
TL 12. And yes, I know I'm ignoring the tech tables...

This may be why I need a copy of HG!
 
Originally posted by Jame:
</font><blockquote>quote:</font><hr />Originally posted by RainOfSteel:
Jame,

The lead post of the topic does not mention the ship's TL. May I ask what the intended TL is?
TL 12. And yes, I know I'm ignoring the tech tables...

This may be why I need a copy of HG!
</font>[/QUOTE]D'oh! No copy of HG2 at all?!? As I am to Book 2, you appear to be to Book 5. (Roughly speaking.)
 
Originally posted by RainOfSteel:
D'oh! No copy of HG2 at all?!? As I am to Book 2, you appear to be to Book 5. (Roughly speaking.)
In terms of being unable to use it, well, I'll allow it! ;)
 
My only question would be, where did you come up with the amount of repair parts? It looks like you used the 1.5MCr to simply equal your repair tonnage. But, how much tonnage is the turret to start with? (I know, I never have my books in front of me....) Wouldn't it be better to apply the % to the original tonnage of the equipment?
 
Originally posted by Fritz88:
My only question would be, where did you come up with the amount of repair parts? It looks like you used the 1.5MCr to simply equal your repair tonnage.
I used a SWAG number of 1MCr equal one ton of repair parts. This was fudged from the trade tables for computer parts, electronic parts, mechanical parts and processed ores.
This number should be adjusted for how important you want repair operations to be. At 10MCr per ton, a 100 ton part stock could handle a billion credits in repairs. For complete system replacement I just used the straight purchase cost and tonnage.
In the turret repair example, if you use 10MCr per ton as parts cost then the repair parts for the turret would only use .15 tons. The mechanic rate would be adjusted to .1MCr per day to keep the same time scale.

But, how much tonnage is the turret to start with? (I know, I never have my books in front of me....) Wouldn't it be better to apply the % to the original tonnage of the equipment?
The actual tonnage of the system under repair is only a factor here if you have to completely replace it. If you base it on the cost, you can adjust the parts required to any tonnage you like.

If you want to add more flexibility you can track parts by type with a different cost/volume ratio for each; computer parts are very expensive but take up little room, hull repair is cheap but needs lots of material volume. That sort of thing.
 
I was thinking though of the problem encountered if your MCr roll exceeds the actual tonnage of the original part. If something is 1dTon, but costs 3MCr, and you roll 50%, with 1MCr=1dT it will take more tonnage for the repair than the actual thing you are repairing. Since your part tonnage is usually part of the ship description (?), I would think it was easy to simply apply the same roll to the original tonnage for that part.

I understand, though, if you are talking about simply how much room all these repair parts take in your Repair ship. Then, I would come up with some average based on MCr/dTon for your normal ship. Some repairs would take expensive, but small, parts out of the hold, while others would take pipe fittings, sheetmetal, etc. You wouldn't have to keep a specific inventory, just a list of cost/volume removed for a repair.
 
Yes, you've got it.
The system starts to run into trouble with expensive items like computers which as you said, can take more tonnage in parts then the actual system.
You could rationalize this by saying that any hit would also require hull repair, cabling, paint and so on or use either a separate number for computers or a higher credit per ton rating.

I'll have to look over applying the percentage to the original tonnage. It does seem like a simple and elegant fix.
 
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